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U5.3 - ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.'

Discussion in 'Windows' started by mortennost, Jun 27, 2016.

  1. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Sorry about the PDB confusion.. we have them stored internally (I've talked to the QA person who handled the bug - he didn't know about that). The only things we need is the crash dump and Unity version used to make that crash dump in order to analyze it. If somebody from Unity claims otherwise, feel free to point them to this post (it also could be that they might need your project later if they think it's something project specific, but it's not needed to analyze initial dump).
     
    x4000 likes this.
  2. x4000

    x4000

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    No problem at all. I have a wide variety of crash dumps from various unity versions, and also I've uploaded the current build of my project. The QA person looking into this bug is aware of how to get what they need, now, I take it?
     
  3. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Yeah. They are going to figure out all the stacktraces and assign bugs to relevant teams to investigate.
     
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  4. x4000

    x4000

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    Fantastic news! Thanks for that.
     
  5. x4000

    x4000

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    Are you using the WWW class to get some data, such as potentially audio? In our case it looks like the crash is happening in there. Why it's happening in there it's hard to say, but we're looking at basically removing the usage of that entirely so that we can at least bypass it. Not sure if it will work, but we'll find out.

    They note that the crash in our case is somewhere in audio.GetAudioClip().
     
  6. abertrand

    abertrand

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    From what I can gather the issue is if you use anything else than a normal DownloadHandler (e.g. if you use a DownloadHandlerTexture or a DownloadHandlerAudioClip) and if you make web requests (WWW or UnityWebRequests) that might start in one scene and end in another. The reason I believe is because DownloadHandlerTexture or DownloadHandlerAudioClip create another thread under the hood for efficiency purposes and that somehow breaks on scene changes. The solution I've implemented as a workaround goes something like this:

    Code (CSharp):
    1. if(requestStartedInOtherSceneThanThisOne)
    2. {
    3.     var dh = request.downloadHandler;
    4.     myTexture = new Texture2D(3, 3);
    5.     myTexture.LoadImage(dh.data); //For audio do something similar with AudioClip.LoadAudioData
    6. }
    7. else
    8. {
    9.     var dh = (DownloadHandlerTexture)request.downloadHandler ;
    10.     myTexture = dh.texture; //Again for audio use DownloadHandlerAudioClip.audioClip
    11. }
     
    Last edited: Feb 8, 2018
  7. x4000

    x4000

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    Unfortunately, in our case we have only one scene that never changes, and we don't use the downloadhandler class directly at all. I've worked around this by no longer using the WWW class for much anymore, but I don't think the root of the issue is what you say; it might be a more reliable way of triggering whatever the underlying cause is, though.
     
  8. corrupt1989

    corrupt1989

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    Hey, i just created my account on here, to let you know that I may have found the issue. As someone mentioned earlier it has to do with memory, I found this thread by googling the error I got I was able to replicate it and see its cause. Basically, it's running a lot of mods on KSP as far as I can see it. I ran it with a few mods especially one which adds a bunch of star system I have multiple screens so I brought up Resource Monitor from Windows task manager. And with 20 mods including the one with the star system the game starts loading, all mods load in but it's consuming almost all of my 12 GB of Ram, and my hard drive starts to act as secondary memory THIS causes Hard faults / Sec which basically my hard drive is taking over the memory management this in itself isn't an actual error but I can see it cause issues when loading the game, it loads 1/5 times (the other 4 times I got a crash) even tho my HDD have to act as secondary ram it managed to run once.

    So I uninstalled the most memory heavy mod which was the star system one, ran the game again it used up around 4GB instead of 10GB~. So I'm guessing you guys also have a lot of mods installed since most of us do.

    If you aren't running mods, then its something completely different causing the crash.

    Maybe this helps some of you.
     
  9. x4000

    x4000

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    That's not the issue in our case, but it may be that when the OS starts to push things to the pagefile that problems arise. I've suspected that for a while relating to this and other errors, to be honest.

    The workaround that unity provided us (don't use WWW.audio, but instead use resources.load, asset bundles, or sharedassets) has completely solved the problem in our title.
     
  10. corrupt1989

    corrupt1989

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    Ah okay, I shall try that, thank you for the input.
     
  11. Pawl

    Pawl

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    Just came here to chime in that one of our players is experiencing what looks to be a similar issue (game crashes on our splash screen). Google search brought me here. We are unable to repro, unfortunately.

    We don't use asset bundles or WWW requests for the PC version of the game -- however we do preload a lot of shared assets from the Resources folder on our splash screen.

    The player said: "Already tried a bunch of things.. verified steam files, reinstalled, restarted PC, temporarily disabling AV, ran compatibility modes,."

    https://imgur.com/a/YEbWG

    Windows 10, NVIDIA GeForce GTX 970
    Unity 5.5.3p1

    ========== OUTPUTING STACK TRACE ==================

    0x77DB1AF0 (ntdll) RtlAllocateHeap
    0x77DB1659 (ntdll) RtlAllocateHeap
    0x77DB13EE (ntdll) RtlAllocateHeap
    0x526C0EE7 (nvd3dum) QueryOglResource
    0x526B5214 (nvd3dum) QueryOglResource
    0x526B515C (nvd3dum) QueryOglResource
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 5231C00D)
    0x5231C00D (nvd3dum)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 5239C466)
    0x5239C466 (nvd3dum)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 5232296F)
    0x5232296F (nvd3dum)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 52499341)
    0x52499341 (nvd3dum)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 52415B3F)
    0x52415B3F (nvd3dum)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 5242F327)
    0x5242F327 (nvd3dum)
    0x526B9948 (nvd3dum) QueryOglResource
    0x77358654 (KERNEL32) BaseThreadInitThunk
    0x77DD4B17 (ntdll) RtlGetAppContainerNamedObjectPath
    0x77DD4AE7 (ntdll) RtlGetAppContainerNamedObjectPath

    ========== END OF STACKTRACE ===========
     

    Attached Files:

    Last edited: Apr 15, 2018
  12. Pawl

    Pawl

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    I'm happy to report that our user found a fix:

    "I updated my graphics driver, then took a look at all the devices connected to my PC and disabling them. Turns out there was a wireless device that seems to be the cause of it.
    I never needed to take it out before so it didn't cross my mind until you mention adapters. Weirdly specific issue, but it looks like everything is fine now!"

    We use InControl (version 1.6.11 build 8842) for Input and sometimes it seems to have issues with USB devices that are not controllers. Very specific, but mystery solved for us.
     
  13. TheDogePwner

    TheDogePwner

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    I just wanted to throw my solution into this thread, as I came looking here and didn't find the solution, but I figured it out later on.

    For me, this was caused by calling some Unity methods in a new thread, and Unity is not thread-safe. When I tried to call a method (specifically Resources.Load) from my thread, it caused this invalid address error. My solution was to create a system to invoke the Unity-specific methods on the Unity main thread, sort of like Java's SwingUtilities.invokeLater. In short, I created a script which is attached to an object in my scene. In the FixedUpdate method of the object, it runs all of the tasks which I have added to a list. This invokes the task on the main Unity thread.

    I hope this helps someone in the future.
     
  14. piotr-gwiazdowski

    piotr-gwiazdowski

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    I get this error on exiting the game, 100% reproducable, Unity 2017.4.4f1. Is posting a crash dump here and waiting for a pretty call stack is still the way we approach this?
     
  15. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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  16. piotr-gwiazdowski

    piotr-gwiazdowski

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    Awesome stuff, wasn't aware of that!

    Anyway, here's the call stack:

    Code (csharp):
    1.  
    2. >   UnityPlayer.dll!ThreadsafeLinearAllocator::Deallocate(void *)   Unknown
    3.      UnityPlayer.dll!StackAllocator::TryDeallocate(void *)   Unknown
    4.      UnityPlayer.dll!MemoryManager::Deallocate(void *,struct MemLabelId const &)   Unknown
    5.      UnityPlayer.dll!GfxDeviceWorker::~GfxDeviceWorker(void)   Unknown
    6.      UnityPlayer.dll!GfxDeviceWorker::`vector deleting destructor'(unsigned int)   Unknown
    7.     UnityPlayer.dll!GfxDeviceClient::~GfxDeviceClient(void)   Unknown
    8.     UnityPlayer.dll!GfxDeviceClient::`vector deleting destructor'(unsigned int)   Unknown
    9.      UnityPlayer.dll!DestroyGfxDevice(void)   Unknown
    10.      UnityPlayer.dll!Shutdown()   Unknown
    11.      UnityPlayer.dll!UnityMainImpl(struct HINSTANCE__ *,struct HINSTANCE__ *,wchar_t *,int)   Unknown
    12.      UnityPlayer.dll!UnityMain()   Unknown
    13.      test.exe!__scrt_common_main_seh()   Unknown
    14.      kernel32.dll!BaseThreadInitThunk()   Unknown
    15.      ntdll.dll!RtlUserThreadStart()   Unknown
    16.  
    Any ideas what might have caused that?
     
  17. spajus

    spajus

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    Jun 10, 2015
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    10
    I've had the same type of crash when procedurally generating a big amount of content in a loop, and after some digging, it seems like physics simulation was the culprit. Setting autoSimulate to false when doing the generation eliminated the crash. Hope this helps someone.
     
  18. mattis89

    mattis89

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    Hey Run into some type of same error, I have the crash.dmp here...


    Dump Summary
    ------------
    Dump File: crash.dmp : C:\Users\Mattis\AppData\Local\Temp\Unity\Editor\Crashes\Crash_2019-04-06_064101100\crash.dmp
    Last Write Time: 06-04-2019 09:41:04
    Process Name: Unity.exe : C:\Program Files\Unity\Editor\Unity.exe
    Process Architecture: x64
    Exception Code: 0xC0000005
    Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
    Heap Information: Not Present

    System Information
    ------------------
    OS Version: 10.0.17134
    CLR Version(s):

    Modules
    -------
    Module Name Module Path Module Version
    ----------- ----------- --------------
    Unity.exe C:\Program Files\Unity\Editor\Unity.exe 2018.3.6.8327
    ntdll.dll C:\Windows\System32\ntdll.dll 10.0.17134.556
    kernel32.dll C:\Windows\System32\kernel32.dll 10.0.17134.648
    KERNELBASE.dll C:\Windows\System32\KERNELBASE.dll 10.0.17134.556
    crypt32.dll C:\Windows\System32\crypt32.dll 10.0.17134.1
    ucrtbase.dll C:\Windows\System32\ucrtbase.dll 10.0.17134.619
    FreeImage.dll C:\Program Files\Unity\Editor\FreeImage.dll 3.11.0.0
    hid.dll C:\Windows\System32\hid.dll 10.0.17134.1
    libfbxsdk.dll C:\Program Files\Unity\Editor\libfbxsdk.dll 2018.1.1.0
    msvcrt.dll C:\Windows\System32\msvcrt.dll 7.0.17134.1
    msasn1.dll C:\Windows\System32\msasn1.dll 10.0.17134.1
    user32.dll C:\Windows\System32\user32.dll 10.0.17134.376
    win32u.dll C:\Windows\System32\win32u.dll 10.0.17134.1
    umbraoptimizer64.dll C:\Program Files\Unity\Editor\umbraoptimizer64.dll 0.0.0.0
    gdi32.dll C:\Windows\System32\gdi32.dll 10.0.17134.285
    ws2_32.dll C:\Windows\System32\ws2_32.dll 10.0.17134.1
    gdi32full.dll C:\Windows\System32\gdi32full.dll 10.0.17134.590
    rpcrt4.dll C:\Windows\System32\rpcrt4.dll 10.0.17134.648
    msvcp_win.dll C:\Windows\System32\msvcp_win.dll 10.0.17134.619
    advapi32.dll C:\Windows\System32\advapi32.dll 10.0.17134.471
    sechost.dll C:\Windows\System32\sechost.dll 10.0.17134.319
    shell32.dll C:\Windows\System32\shell32.dll 10.0.17134.441
    Wldap32.dll C:\Windows\System32\Wldap32.dll 10.0.17134.1
    ispc_texcomp.dll C:\Program Files\Unity\Editor\ispc_texcomp.dll 0.0.0.0
    cfgmgr32.dll C:\Windows\System32\cfgmgr32.dll 10.0.17134.1
    normaliz.dll C:\Windows\System32\normaliz.dll 10.0.17134.1
    SHCore.dll C:\Windows\System32\SHCore.dll 10.0.17134.112
    combase.dll C:\Windows\System32\combase.dll 10.0.17134.619
    RadeonRays.dll C:\Program Files\Unity\Editor\RadeonRays.dll 0.0.0.0
    bcryptPrimitives.dll C:\Windows\System32\bcryptPrimitives.dll 10.0.17134.1
    windows.storage.dll C:\Windows\System32\windows.storage.dll 10.0.17134.556
    OpenCL.dll C:\Program Files\Unity\Editor\OpenCL.dll 2.2.1.0
    ole32.dll C:\Windows\System32\ole32.dll 10.0.17134.407
    shlwapi.dll C:\Windows\System32\shlwapi.dll 10.0.17134.1
    kernel.appcore.dll C:\Windows\System32\kernel.appcore.dll 10.0.17134.112
    profapi.dll C:\Windows\System32\profapi.dll 10.0.17134.1
    powrprof.dll C:\Windows\System32\powrprof.dll 10.0.17134.1
    VCRUNTIME140.dll C:\Windows\System32\VCRUNTIME140.dll 14.16.27024.1
    fltLib.dll C:\Windows\System32\fltLib.dll 10.0.17134.1
    SketchUpAPI.dll C:\Program Files\Unity\Editor\SketchUpAPI.dll 18.0.18664.0
    imm32.dll C:\Windows\System32\imm32.dll 10.0.17134.1
    setupapi.dll C:\Windows\System32\setupapi.dll 10.0.17134.1
    oleaut32.dll C:\Windows\System32\oleaut32.dll 10.0.17134.556
    msvcp140.dll C:\Windows\System32\msvcp140.dll 14.16.27024.1
    embree.dll C:\Program Files\Unity\Editor\embree.dll 2.14.0.0
    glu32.dll C:\Windows\System32\glu32.dll 10.0.17134.1
    opengl32.dll C:\Windows\System32\opengl32.dll 10.0.17134.1
    CRYPTBASE.DLL C:\Windows\System32\CRYPTBASE.DLL 10.0.17134.1
    IPHLPAPI.DLL C:\Windows\System32\IPHLPAPI.DLL 10.0.17134.1
    winhttp.dll C:\Windows\System32\winhttp.dll 10.0.17134.590
    winmm.dll C:\Windows\System32\winmm.dll 10.0.17134.1
    bcrypt.dll C:\Windows\System32\bcrypt.dll 10.0.17134.112
    wsock32.dll C:\Windows\System32\wsock32.dll 10.0.17134.1
    version.dll C:\Windows\System32\version.dll 10.0.17134.1
    secur32.dll C:\Windows\System32\secur32.dll 10.0.17134.1
    SketchUpCommonPreferences.dll C:\Program Files\Unity\Editor\SketchUpCommonPreferences.dll 0.0.0.0
    WinPixEventRuntime.dll C:\Program Files\Unity\Editor\WinPixEventRuntime.dll 1.0.1701.26001
    tbb.dll C:\Program Files\Unity\Editor\tbb.dll 2017.0.2016.1004
    winmmbase.dll C:\Windows\System32\winmmbase.dll 10.0.17134.1
    msvcp120.dll C:\Windows\System32\msvcp120.dll 12.0.40660.0
    sspicli.dll C:\Windows\System32\sspicli.dll 10.0.17134.376
    msvcr120.dll C:\Windows\System32\msvcr120.dll 12.0.40660.0
    libcef.dll C:\Program Files\Unity\Editor\libcef.dll 3.2062.1930.0
    psapi.dll C:\Windows\System32\psapi.dll 10.0.17134.1
    comdlg32.dll C:\Windows\System32\comdlg32.dll 10.0.17134.1
    winspool.drv C:\Windows\System32\winspool.drv 10.0.17134.648
    propsys.dll C:\Windows\System32\propsys.dll 7.0.17134.619
    comctl32.dll C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.17134.648_none_fb45a0e93062a6d2\comctl32.dll 6.10.17134.648
    userenv.dll C:\Windows\System32\userenv.dll 10.0.17134.1
    urlmon.dll C:\Windows\System32\urlmon.dll 11.0.17134.648
    dhcpcsvc.dll C:\Windows\System32\dhcpcsvc.dll 10.0.17134.1
    wtsapi32.dll C:\Windows\System32\wtsapi32.dll 10.0.17134.1
    nsi.dll C:\Windows\System32\nsi.dll 10.0.17134.1
    oleacc.dll C:\Windows\System32\oleacc.dll 7.2.17134.1
    usp10.dll C:\Windows\System32\usp10.dll 10.0.17134.1
    iertutil.dll C:\Windows\System32\iertutil.dll 11.0.17134.648
    OpenRL.dll C:\Program Files\Unity\Editor\OpenRL.dll 1.5.100.0
    msvcp100.dll C:\Windows\System32\msvcp100.dll 10.0.40219.325
    msvcr100.dll C:\Windows\System32\msvcr100.dll 10.0.40219.325
    mswsock.dll C:\Windows\System32\mswsock.dll 10.0.17134.1
    OpenRL_pthread.dll C:\Program Files\Unity\Editor\OpenRL_pthread.dll 2.9.0.0
    uxtheme.dll C:\Windows\System32\uxtheme.dll 10.0.17134.1
    dhcpcsvc6.DLL C:\Windows\System32\dhcpcsvc6.DLL 10.0.17134.1
    clbcatq.dll C:\Windows\System32\clbcatq.dll 2001.12.10941.16384
    wbemprox.dll C:\Windows\System32\wbem\wbemprox.dll 10.0.17134.1
    wbemcomn.dll C:\Windows\System32\wbemcomn.dll 10.0.17134.1
    wbemsvc.dll C:\Windows\System32\wbem\wbemsvc.dll 10.0.17134.1
    fastprox.dll C:\Windows\System32\wbem\fastprox.dll 10.0.17134.1
    cryptsp.dll C:\Windows\System32\cryptsp.dll 10.0.17134.1
    rsaenh.dll C:\Windows\System32\rsaenh.dll 10.0.17134.254
    msctf.dll C:\Windows\System32\msctf.dll 10.0.17134.619
    TextInputFramework.dll C:\Windows\System32\TextInputFramework.dll 10.0.17134.376
    CoreUIComponents.dll C:\Windows\System32\CoreUIComponents.dll 10.0.17134.376
    CoreMessaging.dll C:\Windows\System32\CoreMessaging.dll 10.0.17134.471
    ntmarta.dll C:\Windows\System32\ntmarta.dll 10.0.17134.1
    WinTypes.dll C:\Windows\System32\WinTypes.dll 10.0.17134.523
    dwmapi.dll C:\Windows\System32\dwmapi.dll 10.0.17134.1
    netprofm.dll C:\Windows\System32\netprofm.dll 10.0.17134.1
    npmproxy.dll C:\Windows\System32\npmproxy.dll 10.0.17134.590
    dnsapi.dll C:\Windows\System32\dnsapi.dll 10.0.17134.441
    FWPUCLNT.DLL C:\Windows\System32\FWPUCLNT.DLL 10.0.17134.1
    rasadhlp.dll C:\Windows\System32\rasadhlp.dll 10.0.17134.1
    MMDevAPI.dll C:\Windows\System32\MMDevAPI.dll 10.0.17134.1
    devobj.dll C:\Windows\System32\devobj.dll 10.0.17134.1
    AudioSes.dll C:\Windows\System32\AudioSes.dll 10.0.17134.619
    avrt.dll C:\Windows\System32\avrt.dll 10.0.17134.1
    explorerframe.dll C:\Windows\System32\explorerframe.dll 10.0.17134.1
    d3d11.dll C:\Windows\System32\d3d11.dll 10.0.17134.441
    dxgi.dll C:\Windows\System32\dxgi.dll 10.0.17134.112
    nvldumdx.dll C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_c5dc31c3a136544a\nvldumdx.dll 25.21.14.1967
    wintrust.dll C:\Windows\System32\wintrust.dll 10.0.17134.556
    imagehlp.dll C:\Windows\System32\imagehlp.dll 10.0.17134.1
    nvwgf2umx.dll C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_c5dc31c3a136544a\nvwgf2umx.dll 25.21.14.1967
    nvspcap64.dll C:\Windows\System32\nvspcap64.dll 3.18.0.94
    dbghelp.dll C:\Windows\System32\dbghelp.dll 10.0.17134.1
    tbbmalloc.dll C:\Program Files\Unity\Editor\tbbmalloc.dll 2017.0.2016.1004
    mono-2.0-bdwgc.dll C:\Program Files\Unity\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll 0.0.0.0
    audiopluginresonanceaudio.dll C:\Program Files\Unity\Editor\Data\UnityExtensions\Unity\VR\Win64\audiopluginresonanceaudio.dll 0.0.0.0
    Microsoft.VisualStudio.Setup.Configuration.Native.dll C:\ProgramData\Microsoft\VisualStudio\Setup\x64\Microsoft.VisualStudio.Setup.Configuration.Native.dll 1.18.21.37008
    burst-llvm.dll E:\Unity Projects\Showcase\Library\PackageCache\com.unity.burst@0.2.4-preview.37\.Runtime\burst-llvm.dll 0.0.0.0
    dataexchange.dll C:\Windows\System32\dataexchange.dll 10.0.17134.1
    dcomp.dll C:\Windows\System32\dcomp.dll 10.0.17134.1
    twinapi.appcore.dll C:\Windows\System32\twinapi.appcore.dll 10.0.17134.137
    rmclient.dll C:\Windows\System32\rmclient.dll 10.0.17134.556
    xinput1_3.dll C:\Windows\System32\xinput1_3.dll 9.18.944.0
    nlaapi.dll C:\Windows\System32\nlaapi.dll 10.0.17134.1
     
  19. mattis89

    mattis89

    Joined:
    Jan 10, 2017
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    1,099
    Unity 2018.3.6f1
     
  20. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    That isn't really helpful. Paste the callstack or attach the dump.
     
  21. mattis89

    mattis89

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    that was the dump file
     
  22. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    No, that was some text pasted from the dump file. Not the file itself.
     
  23. mattis89

    mattis89

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    uhm okay pretty much the same thing but I figured out the issue myself... It clairy stated that it was graphic drivers issue so i went to regedit and looked over the tdrdelay and tdrdidelay values, lowered them = stable unity.
     
  24. grandrewgervinbio

    grandrewgervinbio

    Joined:
    May 29, 2019
    Posts:
    3
    Hello my team is having a similar issue at 3 of our test sites. Below is the dmp data (it wouldn't let me upload the actual file) and this was running on 2017.1.0f3 (472613c02cf7)
    Here is a link to one of the dmp files:
    https://drive.google.com/open?id=1wSbk0Ta4-3Ny49PgXV17Q6JUN2YIdlMm
     
  25. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    I don't seem to have access to that link.
     
  26. grandrewgervinbio

    grandrewgervinbio

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    May 29, 2019
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    3
  27. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    You're on a really old Unity version :(. That specific issue was fixed in 2017.4.18f1 and 2018.3.2f1.
     
  28. grandrewgervinbio

    grandrewgervinbio

    Joined:
    May 29, 2019
    Posts:
    3
    Thank you so much! We've been working on a 2018 unity upgrade on the side so this is GREAT news for us!!! ;)
     
    Tautvydas-Zilys likes this.
  29. flyingSnowhu

    flyingSnowhu

    Joined:
    Feb 19, 2019
    Posts:
    4
    Same Error while building bundles in batchmode. 2018.3.5f1.
    We use two computers for building asset bundles, one is Win7 for Windows bundles, one is Win10 for Android bundles. And both failed at the same time.
     
  30. coffeefery

    coffeefery

    Joined:
    Apr 10, 2014
    Posts:
    21
  31. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    7,045
    Hi, here's the real callstack:

    Code (csharp):
    1. Painscreek.exe!Unity::RendererScene::SceneAfterCullingOutputReady(const IndexList * visible, const RendererCullData * __formal)
    2. Painscreek.exe!CullSendEvents(CullResults & results, dynamic_array<BaseRenderer *,8> & needsCullCallback, dynamic_array<BaseRenderer *,8> * rendererCullCallbacks, const Camera * camera)
    3. Painscreek.exe!CullScene(SceneCullingParameters & cullingParameters, const Camera * camera, CullResults & results)
    4. Painscreek.exe!Camera::CustomCull(const CameraCullingParameters & parameters, CullResults & results)
    5. Painscreek.exe!Camera::Cull(CullResults & results)
    6. Painscreek.exe!RenderManager::RenderCameras(const int displayId)
    7. Painscreek.exe!PlayerRender(bool present)
    8. Painscreek.exe!PlayerLoop(bool batchMode, bool performRendering, IHookEvent * pHookEvt)
    9. Painscreek.exe!MainMessageLoop()
    10. Painscreek.exe!PlayerWinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char * szCmdLine, int nCmdShow)
    11. Painscreek.exe!__tmainCRTStartup()
    12. kernel32.dll!BaseThreadInitThunk()
    13. ntdll.dll!RtlUserThreadStart()
    Unfortunately, I couldn't find any related bug reports to something like this so I have no idea what could be causing it. I assume the issue isn't very wide spread?
     
  32. coffeefery

    coffeefery

    Joined:
    Apr 10, 2014
    Posts:
    21
    Thank you for the reply, yeah we tried googling around for results but that didn't help at all. We already recommended the customer to get a refund so it isn't too urgent, we were just curious to see if it could be solved.
     
  33. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    2,768
    Having this same issue..over and over. First thought it related to particles. With more digging it seemed to be with setting a rigidbody active when parented..but now I ain't sure at all.
     
  34. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    7,045
    Can you attach the generated .dmp file?
     
  35. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    2,768
    This will be my 10th+ in a week. The bug reporter won't let me upload the project. In fact I have four bug reports sitting there I haven't sent yet. I will send all four. Seems it is looking for an address which isn't there probably involved with the Physx listeners not listening I saw something from one of your techs. I also started getting really weird behaviors where I would start the emitters activating the rigidbody projectiles and sit back and watch, see nothing emitted but the projectiles were striking the vehicle collider and racking up six collision points per time..yet when I paused right after a supposed shot the rigidbody would be 15,000 units away. Seems to happen when making rigidbodies active and getting about 25-40 of them active. Sometimes much less. Sometimes I have gotten around 80 out before the crash..but it crashes every time. I am attempting a move to DOTS to alleviate the pain but would prefer not to and tat least be able to work on level setup and gameplay balancing.
    edit: I sent one because the other four panes from crashes would not bring the bug reporter up after sending the currently loaded one. Probably doesn't matter..same deal each time.
     
  36. Cambesa

    Cambesa

    Joined:
    Jun 6, 2011
    Posts:
    57
    I'm trying to update our project to 2019.3.0f6 or 2020 to be able to use the new 2D functions but when opening our 2019.1.4f1 project in either 2019.3.0f6 or 2020.1.0a22 I also run into the error in this thread:
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 000007FEFCDD1318)

    This goes paired with Editor.log errors such as:
    [Script Updater] E:\ProjectFolder\GameTitle\Library\PackageCache\com.unity.render-pipelines.universal@7.1.7\Editor\2D\CinemachineUniversalPixelPerfectEditor.cs(1,1): error CS8301: Invalid name for a preprocessing symbol; '2' is not a valid identifier
    [API Updater] Updated Files:
    Packages\com.unity.render-pipelines.universal\Editor\UniversalRenderPipelineLightEditor.cs


    And this: Assets\LoadMainmenu.cs(4,7): error CS0246: The type or namespace name 'Rewired' could not be found
    I'm fine with fixing this error if Unity completes importing all files but it crashes and the error.log specifies the problem in this thread.

    I tried opening the dmp file in visual studios and load the symbols from the unity url but I don't know where to look for from then on. If I run "Debug with Native Only" I get the error: Unhandled exception at 0x00000001400D9B47 (Unity.exe) in crash.dmp: 0xC0000005: Access violation writing location 0x0000000000000000.
    When attaching the project to a running instance of Unity, it can not find a lot of PDB files but runs without errors and exits a thread every now and then.

    Here's the crash.dmp file: https://drive.google.com/open?id=19zIm2ZqNlcalEVanWhzeHX61cnERjGRt

    Hopefully someone can help me out! Thanks in advance!

    Edit: After submitting a bug report to Unity they replied that there was a corrupt .anim file.
     
    Last edited: Feb 14, 2020
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